Space Marines – Invader ATVs

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Boarding Actions
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Invader ATVs
(⌀Use model)
M
10"
T
6
SV
3+
W
8
LD
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt Pistol CLOSE-QUARTERS
Bolt Pistol CLOSE-QUARTERS
12"
1
3+
5
-1
1
Multi-melta Melta 3
Multi-melta Melta 3
18"
2
3+
10
-3
D3+2
Onslaught Gatling Cannon DEVASTATING WOUNDS: non-MONSTER/VEHICLE
Onslaught Gatling Cannon DEVASTATING WOUNDS: non-MONSTER/VEHICLE
24"
8
3+
5
-1
1
Twin Bolt Rifle Twin-linked ASSAULT Rapid Fire 2
Twin Bolt Rifle Twin-linked ASSAULT Rapid Fire 2
24"
2
2+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured Impact
Armoured Impact
Melee
4
3+
5
0
1
WARGEAR OPTIONS
  • All models in this unit can each have their Onslaught Gatling Cannon replaced with 1 Multi-melta.

ARMY RULESCombat Doctrines
ABILITIES
Aggressive Reconnaissance: In your Shooting phase, this unit’s ranged attacks that target an enemy unit that is not within 6" of any other enemy units have +1 to wound rolls.
UNIT COMPOSITION
  • 1-2 Invader ATV models
Every model is equipped with: 1 Armoured Impact; 1 Bolt Pistol; 1 Onslaught Gatling Cannon; 1 Twin Bolt Rifle.
YOUR 1ST TO 2ND UNITS COST
YOUR 1ST TO 2ND UNITS COST
1 model
65
1 model
65
2 models
130
2 models
130
YOUR 3RD+ UNIT COSTS
YOUR 3RD+ UNIT COSTS
1 model
75
1 model
75
2 models
140
2 models
140
WARGEAR OPTIONS
WARGEAR OPTIONS
per Multi-melta
5
per Multi-melta
5
YOUR 1ST TO 2ND UNITS COST
1 model
65
2 models
130
YOUR 3RD+ UNIT COSTS
1 model
75
2 models
140
WARGEAR OPTIONS
per Multi-melta
5
KEYWORDS: MOUNTED; VEHICLE; FRAME; IMPERIUM, RAVENWING
FACTION KEYWORDS:
ADEPTUS ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
STRIKE NOW FOR GLORY
1CP
Angelic Inheritors Stratagem
FOCUSED FURY
1CP
Angelic Inheritors Stratagem
ARMOUR OF CONTEMPT
1CP
Assault Brethren Stratagem
DUTY IN DEATH
1CP
Assault Brethren Stratagem
GENE-WROUGHT MIGHT
1CP
Assault Brethren Stratagem
ADAPTIVE TACTICS
1CP
Black Spear Task Force Stratagem
ARMOUR OF CONTEMPT
1CP
Black Spear Task Force Stratagem
ULTRAMARIAN ADAPTIVITY
1CP
Blade of Ultramar Stratagem
PRACTICAL TACTICS
1CP
Blade of Ultramar Stratagem
ARMOUR OF CONTEMPT
1CP
Blade of Ultramar Stratagem
TACTICAL FORESIGHT
1CP
Blade of Ultramar Stratagem
EXEMPLARY VIGILANCE
1CP
Blade of Ultramar Stratagem
COURAGE AND HONOUR!
1CP
Blade of Ultramar Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
UNYIELDING MIGHT
1CP
Ceramite Sentinels Stratagem
AUGMENTED TARGETING
1CP
Ceramite Sentinels Stratagem
PRIORITY STRIKE
1CP
Ceramite Sentinels Stratagem
STAND TO THE END
1CP
Ceramite Sentinels Stratagem
EVASIVE REPOSITIONING
1CP
Ceramite Sentinels Stratagem
WINGS OF SHADOW
1CP
Darkflight Pursuit Stratagem
ARMOUR OF CONTEMPT
1CP
Devastator Brethren Stratagem
STORM OF FIRE
1CP
Devastator Brethren Stratagem
HAIL OF VENGEANCE
2CP
Devastator Brethren Stratagem
FORGED IN FIRE
1CP
Forgefather's Seekers Stratagem
BURNING VENGEANCE
1CP
Forgefather's Seekers Stratagem
BLAZING EARTH
1CP
Forgefather's Seekers Stratagem
AGGRESSIVE DISEMBARKATION
1CP
Gauntlet Task Force Stratagem
ADAPTIVE STRATEGY
1CP
Gladius Task Force Stratagem
RESPONSIVE TACTICS
1CP
Gladius Task Force Stratagem
ARMOUR OF CONTEMPT
1CP
Gladius Task Force Stratagem
STORM OF DEVASTATION
1CP
Gladius Task Force Stratagem
A WORTHY DEATH
1CP
Gladius Task Force Stratagem
MIGHT OF ANGELS
1CP
Gladius Task Force Stratagem
LAYERED CERAMITE
1CP
Ironstorm Spearhead Stratagem
MIGHT OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead Stratagem
HEADHUNTER DOCTRINE
1CP
Ironstorm Spearhead Stratagem
SPIRITS OF IRON
1CP
Medusa's Wrath Stratagem
VENGEFUL ANIMUS
1CP
Medusa's Wrath Stratagem
UNBOWED CONVICTION
1CP
Medusa's Wrath Stratagem
METHODICAL BRUTALITY
1CP
Medusa's Wrath Stratagem
POWER OF THE MACHINE SPIRIT
1CP
Medusa's Wrath Stratagem
WOLF TOTEMS
1CP
Saga of the Great Wolf Stratagem
FENRISIAN FEROCITY
1CP
Saga of the Great Wolf Stratagem
BATTLE INSTINCTS
1CP
Saga of the Great Wolf Stratagem
FANGS OF THE PACK
1CP
Saga of the Great Wolf Stratagem
FLAWLESS RIDERS
1CP
Spearpoint Task Force Stratagem
MOBILE LETHALITY
1CP
Spearpoint Task Force Stratagem
HUNTER'S INSTINCTS
1CP
Spearpoint Task Force Stratagem
EVASIVE MANOEUVERS
1CP
Spearpoint Task Force Stratagem
SPEAR THRUST AND SABRE SWING
1CP
Spearpoint Task Force Stratagem
WITHDRAW AND REGROUP
1CP
Spearpoint Task Force Stratagem
SUDDEN ONSLAUGHT
1CP
Stormlance Task Force Stratagem
HURTLING TARGETS
1CP
Stormlance Task Force Stratagem
WIND-SWIFT EVASION
1CP
Stormlance Task Force Stratagem
MASTERFUL TACTICS
1CP
Tactical Brethren Stratagem
ARMOUR OF CONTEMPT
1CP
Tactical Brethren Stratagem
DOMINATION FIRE
1CP
Tactical Brethren Stratagem
SPOOR OF THE UNHOLY
1CP
Vow-sworn Crusaders Stratagem
IN SACRIFICE, VICTORY
1CP
Wrath of the Rock Stratagem
LION'S WILL
1CP
Wrath of the Rock Stratagem
TACTICAL MASTERY
1CP
Wrath of the Rock Stratagem
KNIGHTS OF IRON
1CP
Wrath of the Rock Stratagem
RELICS OF THE DARK AGE
1CP
Wrath of the Rock Stratagem
INESCAPABLE JUSTICE
1CP
Wrath of the Rock Stratagem
DETACHMENT ABILITY
Codex Discipline
Ironstorm Auto-targeters
Lightning-fast Strike
Dutiful Tenacity
Vulkan's Quest
Shadow Tactics
Master of Wolves
Adaptive Defence
Assault Mastery
Devastator Mastery
Tactical Mastery
ENHANCEMENTS
Gunnery Honours
15
Redoubtable Machine Spirit
25
Supercharged Engines
10
Chogorian Huntmaster
20
Thundercowl Turbines
15

The DARK ANGELS keyword is used in the following Space Marines datasheets:

The DEDICATED TRANSPORT keyword is used in the following Space Marines datasheets:

13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes

The IMPERIAL FISTS keyword is used in the following Space Marines datasheets:

Infantry Epic Hero

The MONSTER keyword is used in the following Space Marines datasheets:

The MOUNTED keyword is used in the following Space Marines datasheets:

Mounted Epic Hero

The PHOBOS keyword is used in the following Space Marines datasheets:

The SALAMANDERS keyword is used in the following Space Marines datasheets:

The SPACE WOLVES keyword is used in the following Space Marines datasheets:

The WALKER keyword is used in the following Space Marines datasheets:

03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
Combat Doctrines

The Space Marines draw upon the combat doctrines of the Codex Astartes as they flow through each phase of battle: first hammering the enemy with devastating firepower, then raking them with close-ranged volleys while manoeuvring to deliver a final, crushing assault.

At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase.

ASSAULT DOCTRINE

When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge.

DEVASTATOR DOCTRINE

This unit’s ranged attacks have [ASSAULT].

TACTICAL DOCTRINE

When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge.
Unless otherwise stated:
  • You can only select each combat doctrine once per battle.
  • Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
Assault Doctrine
When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge.
Tactical Doctrine
When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
Q:When a model overhangs the edge of the battlefield, how does that affect its visibility?
A:
That model’s controlling player can draw line of sight from any part of that model that is not overhanging the edge of the battlefield. Their opponent can draw line of sight to any part of that model.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

The ADEPTUS ASTARTES and MOUNTED keywords are used in the following Space Marines datasheets:

Mounted Epic Hero
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers). Those hits are not critical hits.
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers). Those hits are not critical hits.
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
Devastator Doctrine
This unit’s ranged attacks have [ASSAULT].
NORMAL SHOOTING10.04
ELIGIBLE IF: Your unit is unengaged and did not make an advance move this turn.
EFFECT: Your unit shoots as described in Making Attacks (04).
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
[RAPID FIRE]24.30

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
[ONE SHOT]24.26

Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04

FAQ

Q:Do a unit's abilities continue to function while they are embarked within a TRANSPORT?
A:
Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail.

Example: Azrael is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael’s Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects ‘weapons equipped by models’ in Azrael’s unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead).
Q:If a rule says a unit can embark into a TRANSPORT in a turn that unit disembarked, does this ignore the core rules restriction on embarking in a turn that unit made a set up move (see 18.02)?
A:
Yes
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
While included in a Fulguris Task Force Detachment following units have SPEEDER keyword:

The ADEPTUS ASTARTES and SPEEDER keywords are used in the following Space Marines datasheets:

13.06.01 Solid Terrain and Movement
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).

SEE ALSO
  • Solid Terrain and Movement 13.06.01

The ADEPTUS ASTARTES and TRANSPORT keywords are used in the following Space Marines datasheets:

Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
02.02.02 Ignore Modifiers
Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:

Unless otherwise stated, that rule allows you to ignore modifiers to the unit’s rolls and the unit’s profile and weapon characteristics.

When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.

Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit’s M characteristic will only be modified by the +2" M.

Example: Your unit’s ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit: (1) Wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. OR: (2) If the above is not possible while remaining unengaged, set up that model wholly within the set-up distance of that TRANSPORT, as close as possible to that TRANSPORT, and engaged. Each model that still cannot be set up is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model with this ability is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
Adaptive Defence
Ceramite Sentinels Detachment

These Space Marines are experts in fighting from rapidly prepared defensive positions. They are able to maximise the potential of almost any terrain to serve as an ad-hoc strongpoint, rapidly assessing optimal firing lines and punishing the foe’s every attempt to advance and dislodge them.

  • While a friendly ADEPTUS ASTARTES unit is within a terrain area, that unit’s attacks can re-roll wound rolls of 1.
  • Friendly ADEPTUS ASTARTES units are entrenched while all of the following apply:
    • That unit is within a terrain area.
    • That unit was not set up this turn.
    • No model in that unit moved more than 3" this turn.

Defensive Mastery: At the start of each phase, this unit is entrenched.

DARNATH LYSANDER’s/TOR GARADON’s unit is always entrenched, regardless of the conditions listed above.

Restrictions: Your army can include IMPERIAL FISTS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
18.02.01 Able To Embark
A unit is able to embark if it meets all of the conditions in Embarking (18.02). Note that one or more of these conditions may be modified by other rules, in which case a unit must satisfy those modified conditions in addition to any unmodified conditions to be able to embark.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
[MELTA]24.25

Melta weapons are powerful heat rays whose fury is magnified at close range.

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).

The RAVENWING and FLY keywords are used in the following Space Marines datasheets:

Mounted Epic Hero

The RAVENWING and MOUNTED keywords are used in the following Space Marines datasheets:

Mounted Epic Hero

The ADEPTUS ASTARTES and MONSTER keywords are used in the following Space Marines datasheets:

RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.

The ADEPTUS ASTARTES and WALKER keywords are used in the following Space Marines datasheets:

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[TWIN-LINKED]24.38

Dual weapons are often grafted to the same targeting system for greater lethality.

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).

Errata

Tank Shock Stratagem
The Tank Shock Stratagem is the same as the Crushing Impact stratagem.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
STRIKE NOW FOR GLORY
1CP
Angelic Inheritors Stratagem
Knowing instinctively that the pivotal moment has arrived, these battle-brothers aim and hammer their foes with unrelenting volleys.
WHEN: Your Shooting phase when a friendly ADEPTUS ASTARTES unit is selected to attack.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s ranged attacks have [SUSTAINED HITS 1].
FOCUSED FURY
1CP
Angelic Inheritors Stratagem
Keeping the beast within under tight control, the Blood Angels nonetheless tap into that inner rage and shackle it to their precisely aimed blows.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks:
  • Have [LETHAL HITS].
  • Or: If your unit is a CHARACTER unit, have [LETHAL HITS], [LANCE].
ARMOUR OF CONTEMPT
1CP
Assault Brethren Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
DUTY IN DEATH
1CP
Assault Brethren Stratagem
Imminent death does not prevent a Space Marine from enacting their final justice upon the Emperor’s foes.
WHEN: Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if the assault doctrine is active for your unit:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
GENE-WROUGHT MIGHT
1CP
Assault Brethren Stratagem
Space Marines are blessed with incredible strength.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks have:
  • [Lance].
  • Or: If the assault doctrine is active for your unit, [Lance] and +1 AP.
ADAPTIVE TACTICS
1CP
Black Spear Task Force Stratagem
Only a truly versatile approach to warfare allows the tactical genius of the Deathwatch to best the myriad xenos foes they face.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS ASTARTES unit.

EFFECT: Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
ARMOUR OF CONTEMPT
1CP
Black Spear Task Force Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
ULTRAMARIAN ADAPTIVITY
1CP
Blade of Ultramar Stratagem
No Chapter’s warriors know better the breadth - theoretical and practical - of the Codex Astartes’ teachings, and how these can and should be adapted to ensure victory.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS ASTARTES unit.

EFFECT: Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
ARMOUR OF CONTEMPT
1CP
Blade of Ultramar Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
TACTICAL FORESIGHT
1CP
Blade of Ultramar Stratagem
With the enemy’s countermeasures and responses predicted and allowed for in advance, the Ultramarines can weather their most ferocious attacks.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit with a S greater than this unit’s T have -1 to wound rolls.
EXEMPLARY VIGILANCE
1CP
Blade of Ultramar Stratagem
Long have the Ultramarines guarded both Ultramar and the wider Imperium. No foe can hide from their vengeful gaze or evade the reach of their wrath.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s ranged attacks have [IGNORES COVER].
COURAGE AND HONOUR!
1CP
Blade of Ultramar Stratagem
Roaring their famed battle cry, the Ultramarines hurl themselves into the fight, striving all the harder to prevail beneath the unwavering eye of their Chapter Master.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks have [Lance].
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
UNYIELDING MIGHT
1CP
Ceramite Sentinels Stratagem
Knowing that this strategically vital site must be secure for the defence lines to hold, Space Marines stand indomitable in the face of the foe.
WHEN: Command phase.

TARGET: One friendly ADEPTUS ASTARTES unit that is within range of an objective.

EFFECT: Your unit has +1 OC until the end of the turn.
AUGMENTED TARGETING
1CP
Ceramite Sentinels Stratagem
Auto-sense targeting subroutines specially adapted for defensive fire patterns aid these warriors’ aim.
WHEN: Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to attack.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s attacks have:
  • [LETHAL HITS].
  • Or: [SUSTAINED HITS 1].
  • Or: If your unit is entrenched, [LETHAL HITS] and [SUSTAINED HITS 1].
STAND TO THE END
1CP
Ceramite Sentinels Stratagem
Aware of how vital it is that the defence line holds, these warriors fight even to their last breath.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit (excluding MONSTER/VEHICLE units).

TARGET: That ADEPTUS ASTARTES unit.

EFFECT:
  • Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
  • Or: If your unit is entrenched, attacks that target your unit have -1 to wound rolls.
ARMOUR OF CONTEMPT
1CP
Devastator Brethren Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
STORM OF FIRE
1CP
Devastator Brethren Stratagem
There is no escaping the wrath of the Space Marines, and they use their weapons to bring swift death to their foes wherever they may hide.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s ranged attacks have:
  • [Ignores Cover].
  • Or: If the devastator doctrine is active for your unit, [Ignores Cover] and +1 AP.
HAIL OF VENGEANCE
2CP
Devastator Brethren Stratagem
Space Marines’ incredible battlefield awareness enables them to instinctively identify the origin of any enemy fire and punish their attackers.
WHEN: Your opponent’s Shooting phase, when an enemy unit has shot, if those attacks destroyed a model in a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit shoots using normal shooting, but while doing so your unit can only target that enemy unit.
FORGED IN FIRE
1CP
Forgefather's Seekers Stratagem
The Salamanders are masters of the flamer, wielding such weapons with supreme precision and utilising them even in the press of melee combat.
WHEN: Your Shooting phase, when a friendly engaged ADEPTUS ASTARTES unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s Torrent weapons:
  • Do not have [Blast].
  • Have [Close-Quarters].
  • Have +1 A.
BLAZING EARTH
1CP
Forgefather's Seekers Stratagem
When faced with an onrushing horde, the Forgefather’s warriors set fire to the earth beneath their feet, impeding their advance and throwing them into confusion.
WHEN: Start of your opponent’s Charge phase.

TARGET: One friendly unengaged ADEPTUS ASTARTES unit equipped with one or more Torrent/Melta weapons.

EFFECT: Select one visible enemy unit within 12" of your unit. That enemy unit has -1 to charge rolls.
ADAPTIVE STRATEGY
1CP
Gladius Task Force Stratagem
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent doctrines if doing so will lead to victory.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS ASTARTES unit.

EFFECT: Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
ARMOUR OF CONTEMPT
1CP
Gladius Task Force Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.

Errata

Ordo Xenos Alien Hunters Detachment, Armour of Contempt Stratagem, Effect Section
Change to:

‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
STORM OF DEVASTATION
1CP
Gladius Task Force Stratagem
Masters of the art of long-ranged warfare, these warriors unleash utter devastation upon their enemies.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s ranged attacks have [IGNORES COVER].
A WORTHY DEATH
1CP
Gladius Task Force Stratagem
Those Space Marines who specialise in close assault are ready to fight to their last breath and beyond to cut down more foes.
WHEN: Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
MIGHT OF ANGELS
1CP
Gladius Task Force Stratagem
Relentless assault training allows these warriors to focus their already impressive might into a truly devastating close-quarters onslaught.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks have [Lance].
LAYERED CERAMITE
1CP
Ironstorm Spearhead Stratagem
The labours of artisans in the Chapter armoury now bear fruit.
WHEN: Any phase, when a friendly ADEPTUS ASTARTES VEHICLE unit suffers a mortal wound.

TARGET: That ADEPTUS ASTARTES VEHICLE unit.

EFFECT: Your unit has Feel No Pain 5+ against mortal wounds.
MIGHT OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after the crews of their vehicles are slain.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS ASTARTES VEHICLE unit (excluding DEDICATED TRANSPORT/FLY/WALKER units).

EFFECT: Until the start of your next Command phase, your unit can ignore modifiers to your unit’s:
  • M.
  • BS.
  • Hit rolls and wound rolls.
HEADHUNTER DOCTRINE
1CP
Ironstorm Spearhead Stratagem
Exhaustive tactical training aids Space Marine gunners in exploiting any weakness in their targets’ armour.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES VEHICLE unit (excluding DEDICATED TRANSPORT/FLY/WALKER units) is selected to shoot.

TARGET: That ADEPTUS ASTARTES VEHICLE unit.

EFFECT: Your unit’s ranged attacks have [Lethal Hits: Monster/Vehicle].
SPIRITS OF IRON
1CP
Medusa's Wrath Stratagem
These warriors emulate the mechanical monstrosities at whose side they fight, shrugging off wounds both physical and spiritual.
WHEN: Any phase, when a friendly ADEPTUS ASTARTES unit suffers a mortal wound.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit has Feel no pain 5+ against mortal wounds.
VENGEFUL ANIMUS
1CP
Medusa's Wrath Stratagem
Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its slayers, ensuring that vengeance is meted out even in death.
WHEN: Any phase, when a friendly ADEPTUS ASTARTES VEHICLE unit is destroyed, before rolling for deadly demise.

TARGET: That friendly ADEPTUS ASTARTES VEHICLE unit.

EFFECT: Change any deadly demise rolls made for this unit to an unmodified 6.
UNBOWED CONVICTION
1CP
Medusa's Wrath Stratagem
Space Marines exemplify obdurate tenacity. Even severely injured, they will never abandon their oaths.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS ASTARTES unit that is below starting strength.

EFFECT: Until the start of your next Command phase, your unit can ignore modifiers to your unit’s:
  • BS and WS.
  • Hit rolls and Wound rolls.
METHODICAL BRUTALITY
1CP
Medusa's Wrath Stratagem
Once a foe is marked for destruction, the Angels of Death must not relent until the target is annihilated.
WHEN: Your Shooting phase or the Fight phase when a friendly ADEPTUS ASTARTES unit is selected to attack.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s attacks have [SUSTAINED HITS 1].

SECONDARY EFFECT:
  • If your unit is a VEHICLE unit, have +1 to wound rolls.
POWER OF THE MACHINE SPIRIT
1CP
Medusa's Wrath Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after the crew of their vehicle are slain and critical systems are failing.
WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged ADEPTUS ASTARTES VEHICLE unit has shot.

TARGET: That ADEPTUS ASTARTES VEHICLE unit.

EFFECT: Your unit shoots using:
  • Snap shooting.
  • Or: If your unit is at half-strength/below half-strength, normal shooting.
While doing so your unit can only target that enemy unit.
MOBILE LETHALITY
1CP
Spearpoint Task Force Stratagem
The White Scars fight their wars at a furious tempo, and their warriors are adept at fire-and-manoeuvre strategies.
WHEN: Your Movement phase, when a friendly ADEPTUS ASTARTES unit is selected to make an advance/fall-back move.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT:
  • That fall-back move does not prevent your unit from being eligible to shoot.
  • Your unit’s ranged attacks have [ASSAULT].
SPEAR THRUST AND SABRE SWING
1CP
Spearpoint Task Force Stratagem
Some foes can be ended with a single charge. Others require sustained savagery to fell. The White Scars are adept at both methods of fighting.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks:
  • Have [LETHAL HITS].
  • Or: Have [LANCE].
  • Or: If your unit has MOUNTED, have [LETHAL HITS] and [LANCE].
ARMOUR OF CONTEMPT
1CP
Tactical Brethren Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
DOMINATION FIRE
1CP
Tactical Brethren Stratagem
The Codex Astartes dictates when firepower is best used to dismay, disrupt and debilitate the enemy.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES unit has shot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Select one enemy unit hit by those attacks. That enemy unit is suppressed until the start of your next turn:
  • While a unit is suppressed, that unit’s attacks have -1 to hit rolls.
SPOOR OF THE UNHOLY
1CP
Vow-sworn Crusaders Stratagem
Perhaps guided by visions from the Emperor, Black Templars can pick out heresy wherever it lurks.
WHEN: Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to attack.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit can ignore modifiers to your unit’s:
  • BS and WS.
  • Hit rolls.
LION'S WILL
1CP
Wrath of the Rock Stratagem
Unflinching in their loyalty to Chapter and Primarch, Dark Angels battle-brothers seize and hold their objectives with unrelenting determination and zealous fury.
WHEN: Command phase.

TARGET: One friendly ADEPTUS ASTARTES unit that is within range of an objective.

EFFECT: Your unit has +1 OC until the end of the turn.
INESCAPABLE JUSTICE
1CP
Wrath of the Rock Stratagem
The Dark Angels are relentless in the pursuit of their foes, striking with ruthless ferocity and precision to take the heads of those who have crossed the Chapter.
WHEN: The Fight phase, when a friendly Adeptus Astartes unit is selected to fight.

TARGET: That Adeptus Astartes unit.

EFFECT: Your unit's melee attacks have [Precision].
Codex Discipline
Gladius Task Force Detachment

Deployed as a mutually supportive strike force that epitomises the flexibility and martial wisdom of the Codex Astartes, Space Marines have the answer to any strategic or tactical challenge.

You can select one combat doctrine one additional time per battle.
Ironstorm Auto-targeters
Ironstorm Spearhead Detachment

Space Marine armoured formations rapidly share cogitated targeting data to augment their already superb marksmanship and reaction times.

Friendly ADEPTUS ASTARTES VEHICLE units’ (excluding WALKER units) ranged attacks can:
Vulkan's Quest
Forgefather’s Seekers Detachment

Tireless in his pursuit of the Primarch’s legacy, Forgefather Vulkan He’stan annihilates any who impede his quest. Favouring swift, aggressive assaults, he and his warriors close rapidly with the enemy, destroying them at close range with ruthless efficiency

  • You can select the devastator doctrine one additional time per battle.
  • Friendly ADEPTUS ASTARTES units’ ranged attacks that target a unit within 12", have +1 S.

If your army includes a VULKAN HE’STAN unit, friendly INFERNUS SQUAD units have the following:

Restrictions: Your army can include SALAMANDERS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
Shadow Tactics
Shadowmark Talon Detachment

The Raven Guard are renowned for their uncanny ability to move unseen, cloaking themselves in darkness as they close in upon their prey. Aethon Shaan is a true master at harnessing these abilities, withdrawing and redeploying his battle-brothers to draw the enemy out of formation.

Friendly ADEPTUS ASTARTES units have Stealth.

Friendly PHOBOS/SCOUT SQUAD units have -3" detection range.

Friendly AETHON SHAAN units have the following ability:

Unparalleled Tactician: (Once per battle round, per army) When you use the Into Darkness stratagem, that use is -1CP.
Master of Wolves
Saga of the Great Wolf Detachment

When the Great Wolf Logan Grimnar leads his packs to war, it is certain that mighty deeds will be done and epic verses added to the sagas of many a Space Wolf. There is none amongst the sons of Russ who can command such instinctive authority throughout his Chapter, none who so deftly wields warrior and war engine like a single great pack. In the sight of their lord, every Space Wolf aspires to be a champion of Fenris and strives with ever-greater determination to prove themselves worthy of his regard. Grimnar masterfully directs the hunt from its very heart, orchestrating every element like an apex predator herding its prey to destruction. Where restraint is needed, he sees it exercised. Where focused fury must be unleashed, he is its master and embodiment both. So does the saga of Logan Grimnar grow ever greater for the telling.

HOWLING ONSLAUGHT
When the Great Wolf gives the command, his packs descend upon the foe in a coordinated and utterly devastating strike.

Friendly ADEPTUS ASTARTES units (excluding MONSTER/VEHICLES units) with this ability have the following abilities:

Encircling Jaws: If the assault doctrine is active for your unit, your unit has +1 to advance rolls and charge rolls.

Hunter’s Eye: If the devastator doctrine is active for your unit, your unit’s ranged attacks can re-roll hit rolls of 1.

Ferocious Strike: If the tactical doctrine is active for your unit, your unit’s attacks that target an enemy unit with 9" have [Sustained Hits 1].

Friendly LOGAN GRIMNAR units have the following ability:

Howling Onslaught: (Once per battle, per army) In your command phase, you can use this ability. If you do, friendly ADEPTUS ASTARTES MONSTER/VEHICLE units benefit from the Master of Wolves rule until the start of your next command phase.

Restrictions: Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
Assault Mastery
Assault Brethren Detachment

Space Marines who specialise in close-quarters brutality truly embody their sobriquet ‘Angels of Death’.

You can select the assault doctrine one additional time per battle.
Devastator Mastery
Devastator Brethren Detachment

Unceasing and unmerciful, Adeptus Astartes fire support formations lay waste to all that falls under their gunsights.

You can select the devastator doctrine one additional time per battle.
Tactical Mastery
Tactical Brethren Detachment

Rarely are the Adeptus Astartes deadlier than when they bring to bear the most fundamental teachings of the Codex Astartes.

You can select the tactical doctrine one additional time per battle.
  • Gunnery HonoursUPGRADE
    15 pts
Ironstorm Spearhead Detachment

The crew of this war machine demonstrate exemplary gunnery and have earned the highest honours for their craft.

ADEPTUS ASTARTES VEHICLE unit only (excluding DEDICATED TRANSPORT/FLY/WALKER units). This unit’s ranged attacks have [Heavy].

  • Redoubtable Machine SpiritUPGRADE
    25 pts
Ironstorm Spearhead Detachment

This ancient war machine has endured millennia of battle, and its belligerent machine spirit has only become more obdurant.

ADEPTUS ASTARTES VEHICLE unit only (excluding DEDICATED TRANSPORT/FLY/WALKER units). This unit:

PRACTICAL TACTICS
1CP
Blade of Ultramar Stratagem
After rapidly making a theoretical assessment of the foes’ probable next moves, the Ultramarines apply practical repositioning to counter them.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit can make a normal move of up to D3+3".
PRIORITY STRIKE
1CP
Ceramite Sentinels Stratagem
Eliminating key enemy assets is crucial to stalling then reversing the foe’s momentum.
WHEN: Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY/MOUNTED unit is selected to attack.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit’s attacks that target a MONSTER/VEHICLE unit, have +1 to wound rolls.
EVASIVE REPOSITIONING
1CP
Ceramite Sentinels Stratagem
Codex doctrine when conducting an aggressive defence is to swiftly take up new positions whenever the foe finds your range.
WHEN: Your opponent’s Shooting phase, when an enemy unit has shot.

TARGET: One friendly unengaged ADEPTUS ASTARTES INFANTRY/MOUNTED unit that lost a wound as a result of those attacks.

EFFECT:
  • Your unit can make a normal move of up to D6".
  • Or: If your unit is entrenched, your unit can make a normal move of up to D3+3".
Your unit is not able to embark within a TRANSPORT until the end of the turn.
BURNING VENGEANCE
1CP
Forgefather's Seekers Stratagem
To open fire on warriors of the Salamanders is merely to invite one’s own swift destruction.
WHEN: Your opponent’s Shooting phase, when an enemy unit has shot a friendly ADEPTUS ASTARTES TRANSPORT unit.

TARGET: One friendly ADEPTUS ASTARTES unit embarked within that ADEPTUS ASTARTES TRANSPORT unit.

EFFECT: Your ADEPTUS ASTARTES unit can:
  • Make a disembark move.
  • Shoot using normal shooting, but when doing so your unit can only target that enemy unit.
AGGRESSIVE DISEMBARKATION
1CP
Gauntlet Task Force Stratagem
Bursting out of their transport, the Space Marines are already on the move before their foes can react.
WHEN: Any phase, when a friendly ADEPTUS ASTARTES unit embarked within a TRANSPORT is selected to move.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: While making that move, each model in your unit can be set up within the set-up distance of that TRANSPORT.

This allows you to set up your unit within the set-up distance of your TRANSPORT, instead of wholly within that distance.
RESPONSIVE TACTICS
1CP
Gladius Task Force Stratagem
Space Marines know precisely when to give ground to leave enemies floundering, before surging back and driving them from the field in disarray.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit can make a normal move of up to D6".
WOLF TOTEMS
1CP
Saga of the Great Wolf Stratagem
Be it the power of belief or something a little more eldritch, the Space Wolves’ trust in their various protective amulets and totems is often borne out.
WHEN: Any phase, when a friendly ADEPTUS ASTARTES INFANTRY/MOUNTED unit suffers a mortal wound.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit has Feel No Pain 5+ against mortal wounds.
BATTLE INSTINCTS
1CP
Saga of the Great Wolf Stratagem
These champions of Fenris respond to enemy fire with instinctive swiftness, rarely giving their foes a second chance to shoot at them.
WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged ADEPTUS ASTARTES INFANTRY/MOUNTED unit has shot.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit can make a normal move of up to D3+3".
FANGS OF THE PACK
1CP
Saga of the Great Wolf Stratagem
Fighting as one, these champions of Fenris fall upon an enemy champion and drag them down with single-minded savagery.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY/MOUNTED unit is selected to fight.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit’s melee attacks have [Precision].
HUNTER'S INSTINCTS
1CP
Spearpoint Task Force Stratagem
The White Scars read the ebb and flow of battle with the hungry cunning of raptorial predators, reacting to the enemy’s movements with exceptional rapidity.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY/MOUNTED/SPEEDER unit.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED/SPEEDER unit.

EFFECT: Your unit can make a normal move of up to D3+3".
MASTERFUL TACTICS
1CP
Tactical Brethren Stratagem
Such is the Space Marines’ grasp of adaptive tactics that even the most canny enemies soon find themselves out of position.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit can make a normal move of:
  • Up to D6".
  • Or: If the tactical doctrine is active for your unit, up to 6".
RELICS OF THE DARK AGE
1CP
Wrath of the Rock Stratagem
Amongst the many secrets hoarded by the Dark Angels are those technological in nature. The armouries of the Rock contain potent weapons unseen in the armouries of other Chapters.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES INFANTRY/MOUNTED unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit’s ranged attacks have +2 S.
Dutiful Tenacity
Wrath of the Rock Detachment

Even amongst the Adeptus Astartes, the battle‑brothers of the Dark Angels are renowned for their tenacity and resilience on the battlefield. When ordered to war, they are utterly relentless in pursuing their objectives, wading into fields of withering fire and shrugging off blows that would slay mortal warriors outright.

Attacks that target friendly ADEPTUS ASTARTES INFANTRY/MOUNTED units with a S greater than that unit’s T have -1 to wound rolls.

Restrictions: Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
WINGS OF SHADOW
1CP
Darkflight Pursuit Stratagem
Through subtle manoeuvring and empowered cameleoline armour, the swiftest of the Ravenwing evade attempts to bring their hunt to an end.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly RAVENWING FLY/MOUNTED unit.

TARGET: That RAVENWING FLY/MOUNTED unit.

EFFECT: Your unit has Stealth.
EVASIVE MANOEUVERS
1CP
Spearpoint Task Force Stratagem
Battle-brothers of the White Scars Chapter are born and raised in the saddle. Expert pilots and riders all, they weave through incoming fire with instinctive skill.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES MOUNTED/SPEEDER unit.

TARGET: That ADEPTUS ASTARTES MOUNTED/SPEEDER unit.

EFFECT: Ranged attacks that target your unit have -1 to wound rolls.
WITHDRAW AND REGROUP
1CP
Spearpoint Task Force Stratagem
The riders and pilots sweep away as swiftly as they arrive, regrouping in preparation for their next assault.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged ADEPTUS ASTARTES MOUNTED/SPEEDER unit.

EFFECT: Place your unit in strategic reserves.
SUDDEN ONSLAUGHT
1CP
Stormlance Task Force Stratagem
Speed and shock are key to the Space Marine way of war: never more so than on rapid-strike missions.
WHEN: Your Movement phase, when a friendly ADEPTUS ASTARTES MOUNTED/SPEEDER unit is selected to make an advance move.

TARGET: That ADEPTUS ASTARTES MOUNTED/SPEEDER unit.

EFFECT: Your unit can change its advance rolls to a 6.
HURTLING TARGETS
1CP
Stormlance Task Force Stratagem
With nerves of steel and transhuman reactions, the Space Marines jink and weave cooly through incoming fire.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES MOUNTED/SPEEDER unit.

TARGET: That ADEPTUS ASTARTES MOUNTED/SPEEDER unit.

EFFECT: Ranged attacks that target your unit have -1 to hit rolls.
IN SACRIFICE, VICTORY
1CP
Wrath of the Rock Stratagem
Those inducted into the Dark Angels’ Inner Circle will gladly give their lives in pursuit of victory, and to see the Fallen brought to justice.
WHEN: Any phase, when a friendly DEATHWING/RAVENWING unit within range of an objective is destroyed.

TARGET: That DEATHWING/RAVENWING unit. You can target that unit with this stratagem even though it is destroyed.

EFFECT: Select one objective:
  • That no enemy units (excluding AIRCRAFT units) are within range of.
  • That your unit was controlling at the end of the previous phase.
That objective is secured.
TACTICAL MASTERY
1CP
Wrath of the Rock Stratagem
When the constituent elements of the Dark Angels fight as one, the enemy is often overwhelmed and torn apart by the Chapter’s tactical flexibility and mastery of rapid warfare.
WHEN: Your Command phase.

TARGET: One friendly DEATHWING/RAVENWING unit.

EFFECT: Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
KNIGHTS OF IRON
1CP
Wrath of the Rock Stratagem
Atop their snarling mechanical steeds, the warriors of the Ravenwing surge through seemingly impassable terrain, smashing through rubble and ruin to unleash the wrath of the Unforgiven upon unsuspecting targets.
WHEN: Your Movement/Charge phase, when a friendly RAVENWING unit is selected to move or declares a charge.

TARGET: That RAVENWING unit.

EFFECT: Your unit has MOBILE.
Lightning-fast Strike
Stormlance Task Force Detachment

Racing into battle at breakneck speeds, Space Marine fast-attack squadrons often punch into the enemy lines before the foe even realises their peril.

Friendly ADEPTUS ASTARTES MOUNTED/SPEEDER units have +2" M.
  • Chogorian HuntmasterUPGRADE
    20 pts
Spearpoint Task Force Detachment

This mounted huntsman knows well the importance of manoeuvre, outflanking the enemy and ambushing unsuspecting foes from the flanks and rear, the better to land the killing blow.

ADEPTUS ASTARTES MOUNTED/SPEEDER unit only. When this unit is selected to make an ingress move, treat the current battle round number as being one higher than it actually is.

  • Thundercowl TurbinesUPGRADE
    15 pts
Darkflight Pursuit Detachment

These master-wrought engines from the Dark Ages of Technology churn the gloom emanated by the Ravenwing's reliquaries into a billowing cawl that shrouds their advance, allowing them to strike when the foe least expects.

RAVENWING FLY/RAVENWING MOUNTED unit only. In your first Movement phase, this unit can make an ingress move.

FENRISIAN FEROCITY
1CP
Saga of the Great Wolf Stratagem
Even the most challenging terrain or formidable fortifications cannot stop the Great Wolf’s chief hunters once they are in motion.
WHEN: Your Movement/Charge phase, when a friendly ADEPTUS ASTARTES MOUNTED/WALKER unit is selected to move or declares a charge.

TARGET: That ADEPTUS ASTARTES MOUNTED/WALKER unit.

EFFECT: Your unit has MOBILE.
FLAWLESS RIDERS
1CP
Spearpoint Task Force Stratagem
Skilled Space Marine riders can guide their steeds through even the densest and most treacherous terrain to strike their foes from the position they least expect.
WHEN: Your Movement/Charge phase, when a friendly ADEPTUS ASTARTES MOUNTED unit is selected to move or declares a charge.

TARGET: That ADEPTUS ASTARTES MOUNTED unit.

EFFECT: Your unit has MOBILE.
WIND-SWIFT EVASION
1CP
Stormlance Task Force Stratagem
Employing their steeds’ pace to utmost effect, these warriors stay ever on the move.
WHEN: End of the Fight phase.

TARGET: One friendly ADEPTUS ASTARTES MOUNTED unit that was eligible to fight this phase.

EFFECT:
  • If your unit is unengaged, your unit can make a normal move.
  • Or: If your unit is engaged, your unit can make a fall-back move.
  • Supercharged EnginesUPGRADE
    10 pts
Stormlance Task Force Detachment

Built from ancient and dimly understood designs, these engines generate incredible power and torque.

ADEPTUS ASTARTES MOUNTED unit only. This unit can re-roll advance rolls.

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